package com.yanqu.road.server.manger.cricket.skillhandler.attround.handler;

import com.yanqu.road.entity.cricket.helper.AddHpResult;
import com.yanqu.road.entity.enums.eSkillType;
import com.yanqu.road.pb.cricket.CricketProto;
import com.yanqu.road.server.gameplayer.module.cricket.battle.CricketGame;
import com.yanqu.road.server.gameplayer.module.cricket.battle.eCricketBattleRoundStep;
import com.yanqu.road.server.gameplayer.module.cricket.model.BattleData;
import com.yanqu.road.server.gameplayer.module.cricket.model.SkillData;
import com.yanqu.road.server.manger.cricket.skillhandler.attround.CricketSkillAttRoundStrategy;

import java.math.BigDecimal;
import java.math.RoundingMode;

public class CricketSkill257Strategy implements CricketSkillAttRoundStrategy {

    /**
     * 技能处理-冲夹变为强化版，回复自身N1的血量，攻击附带自身血量N2的伤害。
     * @param cricketGame 本局对局对象
     * @param skillData 触发的技能
     * @param baseAttSkill 基础攻击技能
     * @param baseAttReHpResult 基础攻击结果对象
     * @param action 我方
     * @param target 对方
     * @param attackRoundBuilder 返回PB结构体
     * @return true：死亡，退出技能处理，false：继续技能处理
     */
    @Override
    public boolean skillHandle(CricketGame cricketGame, SkillData skillData, SkillData baseAttSkill, AddHpResult baseAttReHpResult, BattleData action, BattleData target, CricketProto.CricketAttackRound.Builder attackRoundBuilder, long battleFrameId) {
        //基础攻击miss，不触发技能
        if (baseAttReHpResult == null) {
            return false;
        }
        //蛮荒骷-固若金汤: 冲夹变为强化版，回复自身N1的血量，攻击附带自身血量N2的伤害。
        if (baseAttSkill.getSkillEffect().getSkillType() == eSkillType.CricketBattleSkill137.getValue() && baseAttSkill.getSkillEffect().getP4() == 2) {//1快夹2冲夹3举摔
            skillData.effectAmountInc();
            CricketProto.CricketBattleFrame.Builder skill257FrameBuilder = cricketGame.newBattleFrameBuilder();
            skill257FrameBuilder.setActionUserId(action.getUserId());
            skill257FrameBuilder.setTargetUserId(target.getUserId());
            skill257FrameBuilder.setSkillId(skillData.getSkillId());

            //回血
            long adHp = BigDecimal.valueOf(action.getHp()).multiply(BigDecimal.valueOf(skillData.getSkillEffect().getP1())).divide(BigDecimal.valueOf(1000), 8, RoundingMode.DOWN).longValue();
            action.addHp(adHp);

            //伤害
            long value = BigDecimal.valueOf(action.getHp()).multiply(BigDecimal.valueOf(skillData.getSkillEffect().getP2())).divide(BigDecimal.valueOf(1000), 8, RoundingMode.DOWN).longValue();
            AddHpResult addHpResult = target.addHp(-value);
            skill257FrameBuilder.setAttack(addHpResult.getValue());
            skill257FrameBuilder.setIsKill(addHpResult.isKill());
            skill257FrameBuilder.setHarmEffectSkillId(addHpResult.getReduceHpEffectSkillId());
            skill257FrameBuilder.setIsMiss(addHpResult.isMissFlag());

            cricketGame.fillRemainHp(skill257FrameBuilder);
            attackRoundBuilder.addAttack(skill257FrameBuilder);
            if (cricketGame.isOver(attackRoundBuilder, eCricketBattleRoundStep.Attack.getValue(), skill257FrameBuilder.getBattleFrameId())) {
                return true;
            }
        }
        return false;
    }
}
